(I'd go for a 3A, solely because mine has worked for an entire year without hiccups, and Chinese stuff isn't reliable enough for a 2A adapter to supply that much consistently. There is no downside to soldering - provided you get an adapter that can output the right amount of amps. So when you solder an adapter, you're really (For the V2) plugging in a USB 3 printer cable, and attaching power lines to some contacts near the port on the kinect itself. The V2 port is literally a USB3-B port with two extra lines for power, but the end of the cable can only plug into the Xbox One. Thank you guys, and I hope you have fun in VR with my software!įor both the Kinect V1 and Kinect V2 microsoft used USB as the protocol, but for some reason made the port proprietary (V1 has a diagonal 'cut' across it, and has extra lines for power. You guys rock, and I would not have been able to make the software without your feedback. I'd also like to say thank you to all the people who tested my software when it first came out, didn't work, and sent me back to the drawing board dozens of times the people who have contributed to the source code and those who have helped test out the latest PSMoveService stuff. But I learned a great deal along the way, both by programming, and helping the 600+ people on my discord.)īut now, I'd say the program is in a good enough place that I can show it off publicly, instead of via word-of-mouth and my discord. (Yes, this was extremely cocky, and meant that I spent literal weeks failing at basic program structure/C++ stuff. So, frustrated with having to fork out more just to actually try what I bought, I decided that out of sheer spite I would make my first ever independent programming project an open-source alternative to it. (Although, this has now generously been raised to 30 minutes.) Which meant that you couldn't actually set it up properly without the trial running out. The only software that could do this was Driver4VR. But I should probably focus on releasing updated tutorial videos :PĪ little backstory on this project: way back at the start of last year (Wow, already a year on this project) I discovered that I could use a Kinect to emulate Vive trackers for VRChat. There will probably still be a steady stream of updates along the way as I fix bugs, and come across new features to add. Though, I still don't really have a way to get around the front-facing only downside ¯\_(ツ)_/¯ There have been massive improvements to both latency and overall tracking of the Kinect joints: it's now almost as responsive as dedicated tracker hardware. With the latest updates on my project (Performance + PSMove's via PSMoveService tracking!) I'd say it's finally about time for me to properly present it on reddit. Hi all! TLDR: I created a free, open-source alternative to Driver4VR's kinect tracking. EDIT: Wow, just woke up and didn't expect the response to be this big.
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